Thirteen Cages and find the path spell


Shackled City Adventure Path


I was wondering about the thin walls destined to block the most direct route. As I have always played this spell since 1st edition, you can't use it to go where the Tree of Shackled Souls is (it's an object not a locale). So I'm wondering how it could even be useful, to the point of these thin walls to "counter" it.


Which ruleset are you using. Find the path got several revisions, and houserules just because of problems it created....


3.5. But I've read it in all editions, even Pathfinder, and it's still useful to find a locale not an item (I noticed they dropped the part which finds tripwires and password of glyphs but that's not the point).

This phrase "Find the path works with respect to locations, not objects or creatures at a locale." which exists in 3.5/PRPG for me is enough to ruin all attempt to use the spell to find the Tree of Shackled Souls. Or am I missing something ?


I am pretty sure that the players will be ok with the find the path spell not working as long as they have some other opportunity to get there.

From my perspective:

The SCAP hard cover stats that "find the path will lead the PCs directly to the fiery sanctum." pg 270.

I assume that spell gets them to the area C1 of the fiery sanctum.
They will still have some encounters before arriving there, but they will not turn off on random dead ends.

So find the path gets them to C1 area with fewer mis-turns, fewer encounters, but the spell ends at C1.

Page 271 says it will take a party about 180 minutes to get to area C1, with ZV
s maps, find the path, or good information that is cut down to just a 1 mile trek....


Yes, I agree with that. But my question was regarding using the spell inside the Fiery Sanctum, which has thin walls to counter find the path. I don't understand the point of these walls, since as soon as they enter the Fiery Sanctum, they can't use find the path to find the Tree of Shackled Souls.


My guess is the guys wanted two ways to make sure the PCs couldn't just waltz in. So if a DM missed the first stop to the spell, it would eventually hit a second stop.


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

Find the Path has always been a little fuzzy to me regarding finding locations but not objects or creatures. It's clear I can't "Find the Path to the dragon's treasure", but can I "Find the Path to the dragon's treasure room?" In this case, the players obviously can't Find the Path to the Tree of Shackled Souls, but can they look for a location such as "the chamber where the Tree of Shackled Souls may be found" (maybe they even learn that it's called the Chamber of the Tree) or "the location where the Cagewrights are bringing about the planar junction" or even "the epicenter of the earthquake and volcanic protection magic".

I'm inclined to judge on a case by case basis; somewhat subjectively based on the divine power's interest and ability to help. In some cases I might say "Your knowledge of that as a location is to vague for the spell to help you". In the Fiery Sanctum I'd lean toward a generous judgment because the cleric's deity has enormous interest in seeing the Cagewrights stopped.

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